#uwadv@irc.freenode.net logs for 29 May 2003 (GMT)

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[00:15:10] <-- wjp has left IRC ("Zzzz...")
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[01:25:27] <servus> oh bugger, hell with compiling it tonight! :P
[02:40:14] <servus> note: 640x480 is an aspect ratio of 1.333, the original game is 320x200, which provides an aspect ratio of 1.6... :)
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[11:34:29] <servus> h'lo, did a bit of work on the physics, but mainly on the view aspect, etc, to make it look more like original UW... i have a comparison photoshop image (psd) if youd like to see... if not i must sleep, however
[11:35:24] <wjp> I don't think I can view those
[11:35:41] <servus> let me post the main comparison...
[11:37:33] <servus> http://4.60.125.19/images/uwadv/FOVCompare.JPG these are both in the room that you get your runebag... looking at the door to the right of the backpack, and with your back pressed up against the large pillar in the middle of the room, looking straight forward.
[11:38:03] <servus> in the picture of uwadv you see, i already adjusted 640x480 to be 640x400, as it should be (aspect ratio of 320x200 is 1.6, aspect of 640x480 is 1.3;)
[11:39:05] <wjp> hm, perspective is rather different
[11:39:25] <servus> it seems there is a FoV of roughly 105', and the player viewpoint is too high. Also, I was looking for the area of the code that multiplies wall height, but I got busy doing something else before I found it :)
[11:39:47] <wjp> :-)
[11:40:18] <servus> happen to know which of the (absurdly many) files contains wall building code?
[11:40:32] <wjp> no, sorry
[11:41:41] <servus> probably maploader.cpp:P)
[11:42:10] <servus> forgive my rambling which is even more verbose than usual; it's 4:42am
[11:46:47] <servus> okay, well i've got the perspective et al issue "good enough" for now, and i worked on acceleration to make walking a smooth experience, goodnight
[11:47:06] <wjp> night
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[14:27:10] <Telemachos> hello ;)
[14:27:25] <wjp> hi
[14:27:59] <Telemachos> Vividos (when you see the logs):
[14:28:21] <Telemachos> for once I agree with Servus ;) he heh... don't cap the *rendering* framerate at 20 or anything else ;)
[14:29:00] <Telemachos> Critter animations definitly will look choppy at 20fps.. its normal to just render the frames as fast as possible and then only cap the physics
[14:30:12] <Telemachos> Although even physics might benefit from more than 20fps.. the physics tries to update at 60fps in the PXD engine (although these days I don't quite get those frame-rates)
[14:31:46] <Telemachos> wjp: how's pentagon doing?
[14:31:51] <Telemachos> uhm
[14:31:53] <Telemachos> DOH
[14:31:55] <Telemachos> pentagram ;)
[14:32:33] <wjp> quite well :-)
[14:32:46] <wjp> the execution scene at the start is running :-)
[14:32:54] <Telemachos> cool ;)
[14:33:49] <Telemachos> but just the scene? Or can you actually walk around with the avatar to trigger it?
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